I'm trying to use Effect_Screen_Start to fade an image on the screen, but I have only been able to produce a pure black screen, or a solid color if I add an illumination image to the material. this is the code I am using for my test:
I have tried changing the resolution, adding alpha channel, changing the vector position, changing the image type(tried .dds,.png, .jpg.), with mip maps and without, using FG images, so I really just don't know what it is I need to do to get this working.
EDIT: and before someone asks, I did try both with and without the ".png" after the name
EDIT: forgot to include the image file in the zip, now fixed so it includes both the .mat and the .zip
(This post was last modified: 01-04-2016, 06:46 AM by WALP.)
Every example of Effect_Screen_Start that I can find in FG scripts uses a ".mat" file and the declaration for the function in hps_api.hps calls the first parameter "asMaterial", so I'm guessing that you need to first create a material of the image with the MaterialEditor and use that.
(01-04-2016, 12:09 AM)Abion47 Wrote: Every example of Effect_Screen_Start that I can find in FG scripts uses a ".mat" file and the declaration for the function in hps_api.hps calls the first parameter "asMaterial", so I'm guessing that you need to first create a material of the image with the MaterialEditor and use that.
already tried that, and yes it is required, since without it wont even show the solid black/illuminated color on the screen.
But how do I make so it shows the actual texture instead of a solid color is my issue
EDIT: On another note could you tell me where you found those examples in their scripts? they would help out a lot in comparing what I am doing different
(This post was last modified: 01-04-2016, 06:45 AM by WALP.)
(01-04-2016, 09:22 AM)Aaron Wrote: Like Abion47 said, the "texture" must be in a material. The material should usually be of the translucent type so it can fade.